[MOD] Relativity - a balance and content mod

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So I started modding.

Here's my present changelog, to whet the appetite a little:

Version 102.1

* Added Linear Happiness mod.
* re-added ethic difference happiness modifiers
* Increased base tech alternatives to 5
* Increased pop tech cost to 3% (from 2%)
* direct planet control increased to 75
* Base number of sectors increased to 20
* Influence costs removed from buildings
* flat influence costs removed from planetary edits (now cost inf-per-turn).
* Removed influence cost and maintenance from Forntier Outposts.
* Halved science output from basic science lab, so you get just +0.5 of each.
* Removed off-sciences from advanced science labs - so a physics lab gives just 2 physics, nothing else.
* AI now uses all sector types.
* Military sector AI now builds warships (just destroyers and corvettes)
* Added new resource - Steel.
* Mineral processing plant now converts minerals into steel; is available from the start of the game.
* Mineral processing 1 now gives a boost to mineral output to make up for not having the mineral processing plant on it; might just add an extra tier of MP plants instead.
* Capital upgrades now use Steel instead of minerals.

And here's a picture of the Steel icon I knocked up. If anyone fancies doing a better one, then do feel free to post it and I'll include it.

upload_2016-5-14_1-36-28.png
 
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This project looks great! I really appreciate PDM and all the sub-mods, and 1792 seems solid too, so I definitely look forward to see how relativity will end up!
 
Really curious to see how the custom resource changes work, as so far our changelogs are very similar.
 
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In case you are interested, I could help out with translating the localisation of the mod into French as you add it in English, so that the mod would work with both languages without demanding too heavy translation work at once.
 
In case you are interested, I could help out with translating the localisation of the mod into French as you add it in English, so that the mod would work with both languages without demanding too heavy translation work at once.

That's would be really helpful, thanks
 
Thing to note for weapon balance, as mentioned above there are only small differences between weapon techs.

Strike craft are practically useless due to having very very small range. Bomber range should probably be the longest range weapon available to at least make carriers worthwhile. As currently they will return to formation at 15 range, meaning they can't strike targets beyond that. This needs tweaking.

This doesn't just affect strike craft (specifically totally useless -> any S/M sized weapon on fortresses since AI will park at max range to fire at you, and max range in late game means tachyon lances), but also every weapon not sized L due to the way evasion works and due to the way (large 140+) fleet behavior is in combat, imo evasion needs to be a flat number of 33% no matter ship sized, and specific weapons get more accuracy and others less (but generally the same range!) even better would be if ranges of weapons were 200 flat but fleets approach to 100/80, and beyond 100 the dmg is reduced by linear scale, this way stuff could start shooting far earlier, and fleets would move to approach full dmg distances... (fortresses would not have this ranged damage reduction)

S/M/L differences in weapons should change effect on evasion, but not range. Meaning all weapons should have the same range and maybe have a distance falloff for dmg (something that seems to be completely missing in Stellaris) and at the same time, fleets need to be reformed, wedge formation is INCREDIBLY weird and inefficient in space combat unless the ships are designed with frontal shields. IN the back, the large ships will have point defense and strike craft, missiles will target front row..... front row is out of range of the large ships though....

To be honest if it were possible, I would wish for the entire fleet combat system to be overhauled... it is by far the thing I dislike most. Especially now that I seen the scourge and how "easy" it is to destroy EVERYTHING with tachyon lances, yeah it's late game tech, but it shouldn't be the only tech that's worth anything.
 
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Would you consider adding a more expensive and less efficient general-science building? So you have the base 1/1/1, then you have a set of physics etc buildings going 2,3,4, and then at the same cost and tech level as the 4 building, have a 2/2/2?
 
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Would you consider adding a more expensive and less efficient general-science building? So you have the base 1/1/1, then you have a set of physics etc buildings going 2,3,4, and then at the same cost and tech level as the 4 building, have a 2/2/2?

Not really, no. I'm tempted to ditch the basic 1/1/1 one and replace it with 'basic physics/sociology/engineering' labs.

It's pretty straightforward tbh. I, as with many other players, think that science moves too fast (which is why we have like 5 mods in active development based around slowing science down). One of the things driving science moving too fast is that 'specialist' science buildings are still producing non-specialist science. Forcing you to genuinely pick between them gives an interesting choice (or it will once I've rebalanced the techs so that physics and engineering are better than they presently are).

I might consider a 'general' science building line that's unlocked by a racial trait, though. That might be a fun option - a trait which gives you less powerful science buildings which spread their strength accross all three areas.
 
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So I started modding.

Here's my present changelog, to whet the appetite a little:



And here's a picture of the Steel icon I knocked up. If anyone fancies doing a better one, then do feel free to post it and I'll include it.

View attachment 177777

Any chance we'll see the sectors as more than just dead admiinistrative sectors.

I would to see sectors more as real semi-independent administrative units; you already gave them the ability to build military ships which is very necessary as they usually horde tons of credits. But they should also use the ships as they see fit or even colonize on their own. States within states that is what imagined when I first read about sectors. But their current implementation lacks depth.

So any chance you'll implement sectos as states within states?
 
If it's possible, yes, though the level of interaction possible seems quite limited atm. I'm not even sure how sector governors will use their warships as yet tbh. They may build them and just leave them floating for all I know. Early days, everything is about the discovery atm
 
Not really, no. I'm tempted to ditch the basic 1/1/1 one and replace it with 'basic physics/sociology/engineering' labs.

It's pretty straightforward tbh. I, as with many other players, think that science moves too fast (which is why we have like 5 mods in active development based around slowing science down). One of the things driving science moving too fast is that 'specialist' science buildings are still producing non-specialist science. Forcing you to genuinely pick between them gives an interesting choice (or it will once I've rebalanced the techs so that physics and engineering are better than they presently are).

I might consider a 'general' science building line that's unlocked by a racial trait, though. That might be a fun option - a trait which gives you less powerful science buildings which spread their strength accross all three areas.
Bear in mind replacing the basic lab with three different ones might make the building selection scroll start to be a terrible hassle unless you have other ideas on improving the interface there.

Also fwiw, I think the science already seems to move quite slowly, but that might just be because my computer isn't the fastest...
 
So I started modding.

Here's my present changelog, to whet the appetite a little:



And here's a picture of the Steel icon I knocked up. If anyone fancies doing a better one, then do feel free to post it and I'll include it.

View attachment 177777
I think you should put a tech cost for each planet as well.
 
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